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Every Race Should Have a Base Ability
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Vekno
Joined: Mon Nov 29, 2010 9:48 am Posts: 3900
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In my opinion its rather unfair that only specific races and professions affect the base... Every race/profession contributes! therefore, every race/profession should be included in the base abilities. (This is partially inspired by legionaires xecti idea) Current Races Included are Lazuli Vygoid Zolazin Aerlen Inergon Current Professions Included are Fixer Physicist Hacker Miner Saboteur So, as you can see, not alot is included... Some of the bonuses i would suggest are Races *Human- Passive bonus, each loyal human increases the amount required to donate to the base by 2% *Konqul- Double bonus towards battlestations (ie, if a Konqul has been online in the last 24 hours, they get a 4% increase to attack) *Sillixx- Passive bonus, each loyal sillixx gives 5% increase to special and standard space on the base *Drannik- Double bonus towards battlestations *Genetarr- Add this race to the Remote Intrusion ability (so 3 hackers OR genetaar will allow the base to use this ability) *Kronyn- Add this race to the cyborg data channel (so vygoid, zolazin, and kronyn all give 2% instead of just vygoid and zolazin) *Mylarai- Add this race to the miner's coalition (so miners AND mylarai all give 2%, and a mylarai miner gives 4%) *Taltherian- Add this race to the trade route (so each taltherian gives an additional 2% in addition to each trade pact) *Xecti- Add this race to Battlestations and Dimensional Decoy (so each aerlen AND xecti for dimensional decoy, and each active member, konqul, drannik, AND xecti for the battlestations) Profession- *Biologist- Added to the emergency repair ability, but instead of 3%, biologists get 5% *Builder- Added to the Auxiliary Fortification ability (so it would be fixers AND builders). Also passive bonus, each loyal builder decreases base upkeep by 2% *Excavator- Added to the Trade Routes ability (so it would be trade routes, taltherian, and excavator. Taltherian Excavators get a 4% bonus) *Explorer- Passive ability, when scanning for bases, higher level bases show up more often *Governor- Added to miners coalition ability, trade routs ability, and cyborg datachannel ability. *Merchant- Passive bonus, base upkeep is lowered by 2% for each active merchant and builder *Raider- New Ability, When activated it decreases chance for enemy to raid by 1% for each active raider in the legion. *Spy- Passive ability, each loyal spy allows the defending legion to see 1 top spot for the top damagers for the attacking legion. Every 5 spys allow 1 top member to be targeted. (ie, if a legion has 5 spies, then they can see the top 5 damagers, and target the number 1 damager.) Also, each member that meets 2 of these requirements would affect both. ie, a lazuli fixer would get double the bonus to auxiliary fortifications. I dont think thats how it works now, but i could be wrong.
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Mon Feb 20, 2012 4:33 pm |
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Mark W
Joined: Mon Apr 26, 2010 7:51 pm Posts: 259
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I like it. It could use some minor tweaking, but overall:
+1
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Mon Feb 20, 2012 6:01 pm |
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spyder
Joined: Tue Jun 21, 2011 6:32 pm Posts: 1543
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I like it... but some parts don't make sense.
For the 3 transformation races and Governer, perhaps a general output ability using the 3 of them? Kronyn =/= cyborg. Builders - passive upkeep reduction? Raider - INCREASE your legion's raid chance by 1% per raider. Biologist/Kronyn, Reduce CT lab attempt costs?
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Mon Feb 20, 2012 6:07 pm |
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Darth Flagitious
Joined: Thu Nov 25, 2010 6:49 pm Posts: 8964
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Vekno wrote: Races *Human- Passive bonus, each loyal human increases the amount required to donate to the base by 2% Typo? Make it harder to donate?*Konqul- Double bonus towards battlestations (ie, if a Konqul has been online in the last 24 hours, they get a 4% increase to attack) Too many Konqul players, overpowered.*Sillixx- Passive bonus, each loyal sillixx gives 5% increase to special and standard space on the base Makes Sillixx even more of a "crutch" race *Drannik- Double bonus towards battlestations Maybe, but if you don't double Konqul, Drannik shouldn't get it either*Genetarr- Add this race to the Remote Intrusion ability (so 3 hackers OR genetaar will allow the base to use this ability) Remote Intrusion is a waste of Ability Points, don't encourage people to use it*Kronyn- Add this race to the cyborg data channel (so vygoid, zolazin, and kronyn all give 2% instead of just vygoid and zolazin) I said this a long time ago*Mylarai- Add this race to the miner's coalition (so miners AND mylarai all give 2%, and a mylarai miner gives 4%) Why on earth is anyone using their base for mineral production????*Taltherian- Add this race to the trade route (so each taltherian gives an additional 2% in addition to each trade pact) Sensible especially considering the energy required to even unlock Taltherian. Might make it a worthwhile race*Xecti- Add this race to Battlestations and Dimensional Decoy (so each aerlen AND xecti for dimensional decoy, and each active member, konqul, drannik, AND xecti for the battlestations) http://galaxylegion.com/forum/viewtopic.php?p=196448#p196448Profession- *Biologist- Added to the emergency repair ability, but instead of 3%, biologists get 5% Not many Biologists so meh whatever*Builder- Added to the Auxiliary Fortification ability (so it would be fixers AND builders). Also passive bonus, each loyal builder decreases base upkeep by 2% Builders count towards AuxFort?? Are you INSANE? Upkeep is already too low in comparison to individual ships.*Excavator- Added to the Trade Routes ability (so it would be trade routes, taltherian, and excavator. Taltherian Excavators get a 4% bonus) Maybe...*Explorer- Passive ability, when scanning for bases, higher level bases show up more often Ships scan for bases because they are out in enemy territory, not your base*Governor- Added to miners coalition ability, trade routs ability, and cyborg datachannel ability. Reasonable*Merchant- Passive bonus, base upkeep is lowered by 2% for each active merchant and builder Again, upkeep is already low enough on bases*Raider- New Ability, When activated it decreases chance for enemy to raid by 1% for each active raider in the legion. Complete and utter waste of Ability Points. *Spy- Passive ability, each loyal spy allows the defending legion to see 1 top spot for the top damagers for the attacking legion. Every 5 spys allow 1 top member to be targeted. (ie, if a legion has 5 spies, then they can see the top 5 damagers, and target the number 1 damager.) Why would they want to though? Chances are good, they wouldn't be able to do anything about it anyway.Also, each member that meets 2 of these requirements would affect both. ie, a lazuli fixer would get double the bonus to auxiliary fortifications. I dont think thats how it works now, but i could be wrong. Meeting 2 requirements does affect both abilities except when it would be a double effect (like lazuli fixer). Fine the way it is without "stacking." Throw Builders in with doubled up Lazuli Fixers on the AuxFort and you pretty much make all bases indestructible to all but a few legions.
_________________Ranks 400+ Join us in exploring..  [20:40] Wredz: just hacked a massive extremely rich minting planet from someone.. thats the best planet i ever hacked [20:43] DarthFlagitious: is it spearmint or peppermint?
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Mon Feb 20, 2012 6:26 pm |
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Vekno
Joined: Mon Nov 29, 2010 9:48 am Posts: 3900
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spyder wrote: For the 3 transformation races and Governer, perhaps a general output ability using the 3 of them? Kronyn =/= cyborg. Builders - passive upkeep reduction? Raider - INCREASE your legion's raid chance by 1% per raider. Biologist/Kronyn, Reduce CT lab attempt costs? i felt that a terraforming race should affect the payout multiplyer for that resource. i realize kronyn arnt cyborgs, but considering theyre masters of research, they should affect the research payout. Picture it as the kronyn built the giant machine that the cyborgs use. Taltherians could have trade routs to their ecumanopolises, so theyd affect the trade route multiplier, and excavators would know all the good spots, so theyd be in there too. Mylarai are masters of mining, and simply being a mylarai should increase your mining output multiplier. As for governors, they manage everything. Think of it as the space government making sure that everything runs smoothly and efficiently. As a result, more product comes in faster. The passive upkeep reduction for builders is just what it says. Its a passive ability that reduces the upkeep of a base. I'll agree with you that it would be better to increase the legions raid chance by 1% per loyal raider, but why not have both? raiders will be defending a base as well as raiding another base, so it would make sense they would decrease the chance for their base to be raided, as well as your idea for successfully raiding another players base. I also like your idea of the kronyn. Each loyal kronyn decreases the cost of a ct lab attempt by 5%. But, i dont know about biologists. Honestly, no base related modules/abilities have been organic. The only thing i can think of is that each loyal biologist increases the chance for a planetary blockade by 2%. perhaps that would work?
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Mon Feb 20, 2012 6:35 pm |
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Joseph
Joined: Mon Sep 26, 2011 12:56 am Posts: 375
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Vekno wrote: spyder wrote: For the 3 transformation races and Governer, perhaps a general output ability using the 3 of them? Kronyn =/= cyborg. Builders - passive upkeep reduction? Raider - INCREASE your legion's raid chance by 1% per raider. Biologist/Kronyn, Reduce CT lab attempt costs? i felt that a terraforming race should affect the payout multiplyer for that resource. i realize kronyn arnt cyborgs, but considering theyre masters of research, they should affect the research payout. Picture it as the kronyn built the giant machine that the cyborgs use. Taltherians could have trade routs to their ecumanopolises, so theyd affect the trade route multiplier, and excavators would know all the good spots, so theyd be in there too. Mylarai are masters of mining, and simply being a mylarai should increase your mining output multiplier. As for governors, they manage everything. Think of it as the space government making sure that everything runs smoothly and efficiently. As a result, more product comes in faster. The passive upkeep reduction for builders is just what it says. Its a passive ability that reduces the upkeep of a base. I'll agree with you that it would be better to increase the legions raid chance by 1% per loyal raider, but why not have both? raiders will be defending a base as well as raiding another base, so it would make sense they would decrease the chance for their base to be raided, as well as your idea for successfully raiding another players base. bad idea, they earned the base raid, why lower the chance, not like raiding the base hurts you.I also like your idea of the kronyn. Each loyal kronyn decreases the cost of a ct lab attempt by 5%. But, i dont know about biologists. Honestly, no base related modules/abilities have been organic. The only thing i can think of is that each loyal biologist increases the chance for a planetary blockade by 2%. perhaps that would work?
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Mon Feb 20, 2012 7:07 pm |
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basestar*
Joined: Tue Jan 10, 2012 12:14 pm Posts: 110
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+ 1
_________________ What goes around comes around COOL BEANS !
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Mon Feb 20, 2012 7:13 pm |
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Vekno
Joined: Mon Nov 29, 2010 9:48 am Posts: 3900
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Joseph wrote: I'll agree with you that it would be better to increase the legions raid chance by 1% per loyal raider, but why not have both? raiders will be defending a base as well as raiding another base, so it would make sense they would decrease the chance for their base to be raided, as well as your idea for successfully raiding another players base.bad idea, they earned the base raid, why lower the chance, not like raiding the base hurts you. Well, while its true it does not hurt you to get your base raided, and its also true the enemy earned that raid, its also true that if your base is very easy to kill it will be targeted more frequently than a base that is rather difficult to take down. So, if a very weak legion with a large amount of raiders is targeted, then they have a way to protect themselves from repeated base disables by having that ability. Otherwise they will be targeted frequently because they are such easy takedowns and practically give free base raids.
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Mon Feb 20, 2012 7:40 pm |
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Darth Flagitious
Joined: Thu Nov 25, 2010 6:49 pm Posts: 8964
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Vekno wrote: Joseph wrote: I'll agree with you that it would be better to increase the legions raid chance by 1% per loyal raider, but why not have both? raiders will be defending a base as well as raiding another base, so it would make sense they would decrease the chance for their base to be raided, as well as your idea for successfully raiding another players base.bad idea, they earned the base raid, why lower the chance, not like raiding the base hurts you. Well, while its true it does not hurt you to get your base raided, and its also true the enemy earned that raid, its also true that if your base is very easy to kill it will be targeted more frequently than a base that is rather difficult to take down. So, if a very weak legion with a large amount of raiders is targeted, then they have a way to protect themselves from repeated base disables by having that ability. Otherwise they will be targeted frequently because they are such easy takedowns and practically give free base raids. Would be in their best interest to not be easy to take down in the first place.
_________________Ranks 400+ Join us in exploring..  [20:40] Wredz: just hacked a massive extremely rich minting planet from someone.. thats the best planet i ever hacked [20:43] DarthFlagitious: is it spearmint or peppermint?
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Mon Feb 20, 2012 7:50 pm |
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detregets
Joined: Mon Apr 25, 2011 2:37 am Posts: 2637
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+ some very good ideas
i agree that all the races and professions need to be represented in the base abilities
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Mon Feb 20, 2012 8:29 pm |
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Vekno
Joined: Mon Nov 29, 2010 9:48 am Posts: 3900
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haha, somehow this snuck past me.  Races *Human- Passive bonus, each loyal human increases the amount required to donate to the base by 2% Typo? Make it harder to donate?my apologies, i edited it. it should be decrease.
*Konqul- Double bonus towards battlestations (ie, if a Konqul has been online in the last 24 hours, they get a 4% increase to attack) Too many Konqul players, overpowered.ah, but it IS just attack... most bases that are actually good hit our damage caps, so it wouldnt matter. Besides, konqul are built to add to battlestations. There is no other possible ability they could be used for. *Sillixx- Passive bonus, each loyal sillixx gives 5% increase to special and standard space on the base Makes Sillixx even more of a "crutch" race yes, sillixx is a crutch race, but that dosnt mean that people will stop using it. they may as well get something nice out of it. I mean, builder is a crutch profession, but most people in the game still use it... just because something is a crutch dosnt mean that people should be penalized for using it...*Drannik- Double bonus towards battlestations Maybe, but if you don't double Konqul, Drannik shouldn't get it either haha, if anyone can think of a legit way to include drannik and konqul that isnt overpowered or rediculous, then i'm all for it. *Genetarr- Add this race to the Remote Intrusion ability (so 3 hackers OR genetaar will allow the base to use this ability) Remote Intrusion is a waste of Ability Points, don't encourage people to use itNever seen it used, but what else would the genetarr be used for? mind influence is built around decreasing attack. in my opinion genetarr is a worthless race. may as well have them effect a worthless ability.
*Kronyn- Add this race to the cyborg data channel (so vygoid, zolazin, and kronyn all give 2% instead of just vygoid and zolazin) I said this a long time agolol, well then i concur 
*Mylarai- Add this race to the miner's coalition (so miners AND mylarai all give 2%, and a mylarai miner gives 4%) Why on earth is anyone using their base for mineral production????low ranks that think money is hard to come by??? i dunno... i just think that the mylarai should affect it.
*Taltherian- Add this race to the trade route (so each taltherian gives an additional 2% in addition to each trade pact) Sensible especially considering the energy required to even unlock Taltherian. Might make it a worthwhile racehaha, considering the limitations for taltherian, it would add some value to higher level legions... i plan to switch to taltherian soon, simply because i lose planets faster than i gain them. This would add a small bonus to me being in the legion.
*Xecti- Add this race to Battlestations and Dimensional Decoy (so each aerlen AND xecti for dimensional decoy, and each active member, konqul, drannik, AND xecti for the battlestations) http://galaxylegion.com/forum/viewtopic.php?p=196448#p196448lol, already gave legionaire credit in the title.
Profession- *Biologist- Added to the emergency repair ability, but instead of 3%, biologists get 5% Not many Biologists so meh whateverBiologist is the absolute worst profession. Because of their rarity, it would be nice to give them one of the best jobs in the base abilities. This would put biologists at value above fixers, and make their worthlessness a bit more worthwhile.
*Builder- Added to the Auxiliary Fortification ability (so it would be fixers AND builders). Also passive bonus, each loyal builder decreases base upkeep by 2% Builders count towards AuxFort?? Are you INSANE? Upkeep is already too low in comparison to individual ships.Thinking back on it... yeah... that auxfort thing may have been too much. But, as for the upkeep, there ARE a few legions out there with just one person paying for it. This would make their burden a bit less difficult to bear. Imo, this is a good idea because it allows smaller legions to have higher level bases.
*Excavator- Added to the Trade Routes ability (so it would be trade routes, taltherian, and excavator. Taltherian Excavators get a 4% bonus) Maybe...Just trying to keep pace with the other resource ones. If scientist was a profession, i would have added that into the cyborg data channel multiplier. I feel that excavators would know the hotspots to get what you need, thus making trade routs more efficient, thus increasing their payout.
*Explorer- Passive ability, when scanning for bases, higher level bases show up more often Ships scan for bases because they are out in enemy territory, not your basetrue, but i was stumped on what to do for explorer. And besides, think of it as the explorers relay stellar maps back to the base making it easier to venture out further and find what your looking for.
*Governor- Added to miners coalition ability, trade routs ability, and cyborg datachannel ability. Reasonablewhy thank you. 
*Merchant- Passive bonus, base upkeep is lowered by 2% for each active merchant and builder Again, upkeep is already low enough on basesah, but i could not think of anything else to give merchant. Any suggestions are welcome. But again, there ARE some bases out there which are supported by single individuals. this would make it easier to bare the burden.
*Raider- New Ability, When activated it decreases chance for enemy to raid by 1% for each active raider in the legion. Complete and utter waste of Ability Points.Ah, but its primarily to spite the other legion, especially if the legion in question has a severe lack of fixers in the legion. BTW, i need to edit it so that each loyal raider gives a 1% increase to raiding an enemy base success rate. (capped at 100% of course) *Spy- Passive ability, each loyal spy allows the defending legion to see 1 top spot for the top damagers for the attacking legion. Every 5 spys allow 1 top member to be targeted. (ie, if a legion has 5 spies, then they can see the top 5 damagers, and target the number 1 damager.) Why would they want to though? Chances are good, they wouldn't be able to do anything about it anyway.Well, in the case of Triumverate vs Dominion, i would say that it would have been rather helpful... both times the dominion got disabled. If they could target the top damagers, then they could try and keep them disabled, so they couldnt go after the base.
Also, each member that meets 2 of these requirements would affect both. ie, a lazuli fixer would get double the bonus to auxiliary fortifications. I dont think thats how it works now, but i could be wrong. Meeting 2 requirements does affect both abilities except when it would be a double effect (like lazuli fixer). Fine the way it is without "stacking." Throw Builders in with doubled up Lazuli Fixers on the AuxFort and you pretty much make all bases indestructible to all but a few legions. [/quote][/quote] ah, i'll agree that builder should be removed from auxfort. BUT i do think that race/professions should stack... it seems that a lazuli fixer would be much more knowledgeable than a konqul fixer about how to max out hull, considering hull is the lazuli area of expertise.
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Mon Feb 20, 2012 8:57 pm |
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rkngl
Joined: Sat Aug 20, 2011 11:57 pm Posts: 250 Location: here
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+1 I was just saying the part about the unlocked races in the xecti topic
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Mon Feb 20, 2012 9:50 pm |
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